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Quad Force, Xbox LIVE Indie Game Preview

I would like to inform you about my upcoming cooperative Xbox 360 LIVE Indie Game that will be released soon. It’s called Quad Force, and it will only cost 80 points. This video only shows one player, but new video(s) will probably be recorded this weekend with more players. http://www.stolpskottstudios.com GAME DESCRIPTION Top Down Cooperative 3D Shooter for 1-4 Local [...] Continue reading
By Simon Carless

Column: ‘Unnatural Selection’: On Half-Life 2 – Build It And They Will Come

hl2.jpg[In his latest column for GameSetWatch, UK writer and journalist Fraser McMillan discusses Valve's seminal first-person action title Half-Life 2, examining and revisiting the smart design decisions behind the classic game.]

I've just finished Half-Life 2 for the first time. It has taken me three attempts - once on Xbox 360 and twice on PC - to see Valve's defining game to its conclusion. That this relatively minor feat took so long is entirely my fault, ironically a product of the impatient wish to blast through as quickly as possible.

Two and a half years after I initially booted it up, the end credits rolled. The final, completed playthrough attempt lasted less than a week, and I'm glad I bit the bullet and experienced it this way.

Not that it was anything like a chore; by taking things at my own, or, more accurately, Valve's pace, I had time to absorb the world and explore its nooks and crannies, my eyeline expertly guided by the seemingly omnipotent hand of City 17's creators.

I finally understand why everyone has waxed lyrical about Gordon Freeman's second adventure for the last half-decade or more. Conducive to this is the fact that my tastes have matured, and my thoughts on games delved into deeper, more analytical territory. Articulating why I liked X and disliked Y is no longer particularly hard in most cases.

When I can't explain these, it's usually because I was baffled by just how terrible each element of the design was. On a handful of occasions, though, it's a sign that what I played was so confoundingly fantastic that my critical brain didn't even attempt to kick in. This is the position I'm in now. Deconstructing Half-Life 2 feels wrong in a way, like teasing a dog with some food only to scoff it yourself. It shouldn't really be done because it's against the nature of the beast and could cheapen the experiences of all involved. It's not even entertaining; just perversely, cruelly compelling.

Half-Life 2 is designed so as to not appear designed. That's ostensibly odd, but makes a surprising amount of sense. A lot of effort has been poured in to create the impression of effortlessness. Most of what we do, see or hear in Half-Life 2 feels distinctly of our own volition. If not in the act itself, the mere observation of incidental detail off the critical path is a component of the illusion of presence and agency, even though each individual's journey will, in the end, be effectively identical to other players'.

This facet of its design makes itself known from the instant the G-Man's face fades out to reveal an unexceptional train car. As well as evoking the timeless introduction to its predecessor, this scene serves to create the illusion of reality; of an ambient world that exists beyond just our interfacing with it.

Airborne robots which we'll later come to despise fly by the carriage, inspiring curiosity. A fairly normal looking landscape passes increasingly slowly as the vehicle comes to a halt. Our two co-passengers occupy themselves, one waiting eagerly for the doors to open as the other sits opposite, dejectedly staring into nothingness. We can talk to the latter or leave him be. As we're let off, the former sighs; "Well, end of the line."

With this sequence, Valve instantly and very tangibly contend that though this remains a Half-Life game, it's one of an evolved character. They turned the first-person-shooter on its head with that first title, Citizen Kane-ing the genre to an extreme degree, but the setting allowed the team to concentrate on a specific goal without concerning themselves much with the outside world.

Forced to emerge from the secluded comfort zone of Black Mesa, the sequel establishes itself as both successor and pioneer from the off, and continues in this mould for much of its duration. It should be noted at this point that it's not perfect but - Freeman's basking in the adulation of every NPC notwithstanding - Half-Life 2's universe is absolutely convincing.

Not through the kind of emergent systems that make Far Cry 2's war-torn state so wonderfully plausible, but in an entirely different and equally valid manner, one that single-handedly authored a rigorous and, ultimately, highly successful template for linear video games that is still being ignored to this day.

It's all in creating an illusion of substance and openness and propelling the player through it at whatever pace is required. A lot of elements of Half-Life 2 feel dynamic in nature despite being at least somewhat intended or even heavily scripted.

The odd set-piece is obnoxiously predictable, but in a franchise that lives and breathes on these cues it's astounding how sparse these are. Allow yourself to be engulfed in the sly deception and these fade into such insignificance it's laughable. Many modern releases remain patronisingly transparent without anything close to such a sustained barrage of both subtle and overwhelming instances.

It's equally incredible when you realise just how paper thin the mirage is. Hang around too long in one spot or put on the blinkers and dash through and it's all too easy to break, but even when compelled to do so it's tough not to be rapidly, subconsciously re-immersed. We're the hapless cobras rising from the basket as Valve expertly play their tune, transitioning from staccato to legato when appropriate.

The reminders that this is a fully realised world continuously flow towards us, and by alternately sticking to convention and craftily subverting our expectations of what video games are, Half-Life 2 capitalises on our gullibility to this effect. How clever I thought I was by navigating over to the beach hut using painstakingly arranged miscellany and my trusty old gravity gun. Empty, besides some assorted junk and a small item crate. The ammunition it contained was already maxed out in my inventory.

At first I was scandalized; how dare you, Valve, how dare you so gratuitously undermine my efforts? Then I realized that my impression of this place as a cohesive, unified land that simply exists had been augmented. My irritation morphed into unabated admiration. Why does there have to be an explicit reward for venturing into a hidden or ostensibly unreachable spot? My prize was much more interesting.

Merely paying attention also pays dividends both in terms of the strength of the universe and the narrative. Peering through the view-box in the door you'll see something that often leads to far more questions than answers, but which also fleshes out the core experience. Keeping your eyes peeled means you can witness things that have the capacity to alter your perception of the City and its inhabitants or prepare you for a challenge ahead.

It's unlikely that many players have seen all of these, but both static and active environmental incidentals can frighten, inform, bait or warn. Some allow us to begin filling in the gaps ourselves in imagined ways. We begin to construct an image of who lived in this cell by its contents, what prompted that piece of graffiti or what unspeakable things must have befallen that rotting corpse in the viaduct. It happens infrequently enough to make the player feel special, as if they're the only one to have observed such details. Again, these can prompt the same reaction as a totally unscripted emergent event, but within a much more solid framing than any games of that particular propensity are likely to achieve any time soon.

I've noticed that actual examples of the virtues I've cited are somewhat lacking from this article. Perhaps, though, this stems from the broader effect of believability that Half-Life 2 so decisively realises. It already presents the most attractive science fiction setting yet seen in our medium, but the manner in which it shapes our experiences in such gentle and minor ways is its crowning achievement.

My failure to cherry pick the most impressive of these idiosyncrasies is indicative only of its intransigent formula. Memories of my time with the game are not necessarily of these individual pieces, but of the great chunks of the puzzle they gelled into. Firm authorial control in games, Valve have proven, can also relax when properly timed. The most important lesson we can extrapolate from Half-Life 2 is that if you're going to force us down a linear path, you should do your utmost to make it feel as far away from this reality as possible. Maybe it's obvious advice, but it's one that far too few have taken onboard over the years.

By Simon Carless

Square Enix Teases FFXIII Gallery iPhone App

With Final Fantasy I and II recently released through the App Store, Square Enix is continuing its push to bring the marquee RPG series to the iPhone with a new Final Fantasy XIII app. This new project, unfortunately, isn't very game-like, as it's merely a photo gallery with high resolution images from the new PS3/Xbox 360 title.

The photos are so high in resolution that you can actually zoom in for a close-up on characters's eyes, according to a report from Japanese gaming news site Famitsu translated by Andriasang. You can even set one of the images as a background for a clock and calendar on your iPhone/iPod touch.

Square Enix hasn't revealed pricing or a firm date for the Final Fantasy XIII app's release, but it expects to make the gallery available worldwide simultaneously.

By Simon Carless

Round-Up: Gamasutra Network Jobs, Week Of March 5

In this round-up, Gamasutra highlights some of the notable jobs posted in its industry-leading game jobs section this week, including positions from Sledgehammer Games, Crystal Dynamics and more.

Each position posted by employers will appear on the main Gamasutra job board, and appear in the site's daily and weekly newsletters, reaching our readers directly.

It will also be cross-posted for free across its network of submarket sites, which includes content sites focused on online worlds, cellphone games, 'serious games', independent games and more.

Some of the notable jobs posted this week include:

Activision Minneapolis: Associate Producer
"Great games start with great people. Join Activision Minneapolis to help take some of the biggest brands in the business to the next level, our portfolio includes, Bakugan, Monster Jam, Cabela's, Rapala, iCarly and many more household names. We run a flat organization where innovation, passion, personal responsibility and individual contribution are valued and rewarded appropriately. If you are a success oriented, proven high achiever, we want to hear from you."

Monolith Productions: Staff Software Engineer, Engine
"As a Senior Engine generalist you will work closely with the Game Team leads and the rest of your peers on the Core Technology Team to develop state-of-the-art runtime technology for the PS3, XBOX 360 and PC. Your domain will span the entire engine and your responsibilities will include both optimizations of current-gen systems and design and implementation of pivotal new technology for the next generation of consoles."

Rockstar North: Graphics Programmer
"Rockstar North, one of the world's leading video game developers, is a community of creative individuals from a variety of backgrounds. We are based in Scotland out of modern, spacious, purpose-built studios at the heart of Edinburgh. We develop original game titles and are proud to be the developer of the phenomenally successful Grand Theft Auto series. Rockstar North has been part of the Rockstar family since 1999."

Sledgehammer Games: TEA - Concept Artist
"Check out our brand new studio, headed up by industry veterans Glen Schofield as Vice President and GM and Michael Condrey as Vice President and COO, the leaders of the Dead Space franchise. They are joined at Sledgehammer Games by many award winning developers from across the industry. Sledgehammer Games is actively recruiting top industry talent to join their development team. Our studio based in sunny Foster City and is walking distance to plenty of restaurants and shopping, or one of our two free gyms."

Crystal Dynamics: Environment Artist
"Crystal Dynamics is an award winning, leading game studio located in the heart of San Francisco’s Bay Area. Founded in 1992, Crystal Dynamics has grown into a world class development studio by developing key franchises. Crystal Dynamics is poised to lay the groundwork for the next generation of innovative and technologically stunning projects. Want to be on the front lines of these brand new projects? We're hiring across all disciplines, apply today!"

To browse hundreds of similar jobs, and for more information on searching, responding to, or posting game industry-relevant jobs to the top source for jobs in the business, please visit Gamasutra's job board now.

By Simon Carless

Round-Up: Gamasutra Network Jobs, Week Of March 5

In this round-up, Gamasutra highlights some of the notable jobs posted in its industry-leading game jobs section this week, including positions from Sledgehammer Games, Crystal Dynamics and more.

Each position posted by employers will appear on the main Gamasutra job board, and appear in the site's daily and weekly newsletters, reaching our readers directly.

It will also be cross-posted for free across its network of submarket sites, which includes content sites focused on online worlds, cellphone games, 'serious games', independent games and more.

Some of the notable jobs posted this week include:

Activision Minneapolis: Associate Producer
"Great games start with great people. Join Activision Minneapolis to help take some of the biggest brands in the business to the next level, our portfolio includes, Bakugan, Monster Jam, Cabela's, Rapala, iCarly and many more household names. We run a flat organization where innovation, passion, personal responsibility and individual contribution are valued and rewarded appropriately. If you are a success oriented, proven high achiever, we want to hear from you."

Monolith Productions: Staff Software Engineer, Engine
"As a Senior Engine generalist you will work closely with the Game Team leads and the rest of your peers on the Core Technology Team to develop state-of-the-art runtime technology for the PS3, XBOX 360 and PC. Your domain will span the entire engine and your responsibilities will include both optimizations of current-gen systems and design and implementation of pivotal new technology for the next generation of consoles."

Rockstar North: Graphics Programmer
"Rockstar North, one of the world's leading video game developers, is a community of creative individuals from a variety of backgrounds. We are based in Scotland out of modern, spacious, purpose-built studios at the heart of Edinburgh. We develop original game titles and are proud to be the developer of the phenomenally successful Grand Theft Auto series. Rockstar North has been part of the Rockstar family since 1999."

Sledgehammer Games: TEA - Concept Artist
"Check out our brand new studio, headed up by industry veterans Glen Schofield as Vice President and GM and Michael Condrey as Vice President and COO, the leaders of the Dead Space franchise. They are joined at Sledgehammer Games by many award winning developers from across the industry. Sledgehammer Games is actively recruiting top industry talent to join their development team. Our studio based in sunny Foster City and is walking distance to plenty of restaurants and shopping, or one of our two free gyms."

Crystal Dynamics: Environment Artist
"Crystal Dynamics is an award winning, leading game studio located in the heart of San Francisco’s Bay Area. Founded in 1992, Crystal Dynamics has grown into a world class development studio by developing key franchises. Crystal Dynamics is poised to lay the groundwork for the next generation of innovative and technologically stunning projects. Want to be on the front lines of these brand new projects? We're hiring across all disciplines, apply today!"

To browse hundreds of similar jobs, and for more information on searching, responding to, or posting game industry-relevant jobs to the top source for jobs in the business, please visit Gamasutra's job board now.

By Simon Carless

Rock Band Network Now Live With Over 100 Songs

Harmonix and MTV Games launched the Rock Band Network Music Store on Xbox 360 yesterday, allowing Rock Band fans to discover and play songs from new artists while also encouraging musicians, publishers, and record labels to directly submit and sell their own original tracks to add to the online shop.

The Rock Band Network already offers more than 100 tracks, some from recognizable indie artists like The Shins and Of Montreal. The list of available songs (full tally after the break) also includes a few tunes I'd love to try out based on their titles alone: "VP of Booty Reports" by Speck, "If Trucks Drank Beer" by Error 404, and "Goth Girls" by MC Frontalot.

Harmonix and MTV note that they have 300 artists waiting in the Rock Band Network pipeline, too, such as Flight of the Conchords ("You Don't Have To Be A Prostitute"?!), The Smashing Pumpkins, Twin Atlantic, All That Remains, Clutch, Prong, The Gaslight Anthem.

  • A Drug Against War–KMFDM
  • Angel Lust–Fake Shark-Real Zombie!
  • Another California Song–Zack Wilson
  • Arigato–Gandhi
  • Australia–The Shins
  • Backyard Buildyard–Steve and Lindley Band
  • Battles and Brotherhood–3 Inches of Blood
  • Buried Cold–Rose of Jericho
  • Burn it Down–Five Finger Death Punch
  • California–The Kimberly Trip
  • Can I Stay–Stephanie Hatfield and Hot Mess
  • Cease and Desist–The Main Drag
  • Children of December–The Slip
  • Creepy Doll–Jonathan Coulton
  • Crushed Beyond Dust–Skeletonwitch
  • Day of Mourning–Despised Icon
  • Disengage–Suicide Silence
  • Don’t Let Me Down (Slowly)–The Main Drag
  • Dove Nets–The Main Drag
  • Drunken Lullabies (Live)–Flogging Molly
  • End Quote–Full-Source
  • Even Rats–The Slip
  • Fade Away–Of Last Resort
  • Far Away from Heaven–Free Spirit
  • Fight Back–Ron Wasserman
  • For the Love of God (Live)–Steve Vai
  • Fortune–Kristin Hersh
  • Get the Hell Out of Here–Steve Vai
  • Give–The Cold Goodnight
  • Goth Girls–MC Frontalot
  • Grumpytown–Speck
  • He Sleeps in a Grove–Amberian Dawn
  • Heimdalsgate Like a Promethean Curse–of Montreal
  • Homosuperior–The Main Drag
  • Horses in Heaven–Fake Shark-Real Zombie!
  • How We’d Look On Paper–The Main Drag
  • Hyperbole–Glass Hammer
  • Icarus’ Song–Furly
  • If Not Now When–Color Theory
  • If Trucks Drank Beer–Error 404 feat. CJ Watson
  • Ikea–Jonathan Coulton
  • In Memories–Giant Target
  • Inside Out–Nick Gallant
  • It’s Good–The Humans
  • It’s Not You, It’s Everyone–Full-Source
  • Juke Joint Jezebel–KMFDM
  • Kick Some Ass ‘09–Stroke 9
  • Lady in a Blue Dress–Senses Fail
  • Lemon Juice–Scratching The Itch
  • Lilith in Libra–You Shriek
  • Limousine–Stars of Boulevard
  • Liquid Smog (StompBox Remix)–WaveGroup Feat. Becca Neun
  • Little Black Backpack ‘09–Stroke 9
  • Liverpool Judies–The Fisticuffs
  • Love During Wartime–The Main Drag
  • Mechanical Love–In This Moment
  • Megatron–The Main Drag
  • Mississippi Kite–Kristin Hersh
  • Moonboy–The Dirty Love Band
  • Nancy Drew–Pink Flag
  • No Direction–Longwave
  • No Heroes–You Shriek
  • Not My Fault–Ultra Saturday
  • Ox–Zack Wilson
  • Paper Valentines–James William Roy
  • Parhelia–Heaven Ablaze
  • Persistence of Vision–Matter in the Medium
  • Race The Hourglass–Audio Fiction
  • Red Sky At Morn–Full-Source
  • Requiem for a Dying Song–Flogging Molly
  • Rip’er–Lead the Dead
  • River of Tuoni–Amberian Dawn
  • Running for the Razors–Fake Shark-Real Zombie!
  • Rx–Wounded Soul
  • Sequestered in Memphis–The Hold Steady
  • Sestri Levante–Fake Shark-Real Zombie!
  • Sick–Bif Naked
  • Signs–Giant Target
  • Sissyfuss–Surprise Me Mr. Davis
  • Sleep On–Glass Hammer
  • Stand for Something–Skindred
  • Still There–Bojibian
  • Superhero!–Ultra Saturday
  • Survive–Lacuna Coil
  • Tadpole Search and Rescue–Chaunce DeLeon and The Fountain of Choof
  • Talk About–Dear and the Headlights
  • Talk Them Down–The Main Drag
  • Teeth, Face, Outerspace–The Main Drag
  • The Attitude Song–Steve Vai
  • The Buddy Disease–Scratching The Itch
  • The Complexity of Light–Children of Nova
  • The Future Soon–Jonathan Coulton
  • The Heist–DnA’s Evolution
  • Tongue Twister Typo–Blackmarket
  • Top Back–Alias Unknown
  • Tricky Girl–The Main Drag
  • Trippolette–Andrew Buch
  • Turn Yourself Around–Nick Gallant
  • VP of Booty Reports–Speck
  • Watch It All Go Down–Foreword
  • We Are the Best–C&O
  • Whatever Is Wrong With You–Marillion
  • What’s Your Favorite Dinosaur?–The Main Drag
  • You Got That–The Everybody
  • You’re My Everything–Scratching The Itch
By Simon Carless

Best Of GamerBytes: Darn Those Greedy Raiders

zombieupd.jpg[Every week we round up the top news and interviews of the last week from sister console digital download site GamerBytes, featuring new information about Xbox Live Arcade, PlayStation Network, WiiWare, DSiWare and PSN Minis.]

This week we had a lot of Nintendo news from their 2010 Media Summit - X-Scape, Rotozoa, Light Trax and Metal Torrent, alongside other titles, have all been announced for release soon.

In the past seven days, there have been tons of new releases on console digital download formats, too - three quality titles on XBLA, Flight Control and Castlevania on Wii/DSiWare -- and did I mention Age Of Zombies on PSN? It's the Halfbrick-developed game I worked on the level design for - give it a shot, I hope you enjoy it!

GamerBytes Originals

Interview: Sarbakan On Lazy Raiders

Store Updates

XBLA Update - Lazy Raiders, Fret Nice, Greed Corp And Cheap Duke Nukem
NA PSN Store Update - Grandia, Age Of Zombies, Greed Corp And More
EU PSN Store Update - Age Of Zombies, Greed Corp, Blue Toad Murder Files 3
NA Nintendo Update - Flipper, Flight Control And More
EU Nintendo Update - Castlevania Rebirth, Dracula: Undead Awakening, Bird & Bombs And More

Microsoft (Xbox Live Arcade, Xbox Indies)

The Dishwasher: Vampire Smile Announced - More Blood, More
More Dishwasher coming in 2010.

XBLA Version Of Trine Now Off The Table?
Atlus drops the popular sidescroller from the Xbox 360?

Microsoft Research Developing The Path Of Go
More board games coming to the Xbox Live Arcade

Super Meat Boy Coming To XBLA
Much-awaited WiiWare title makes the cross to XBLA.

Sony (PlayStation Network, Minis)

PixelJunk Racers Going For A Second Lap
The first PixelJunk sequel?

Sam & Max Season 3 Coming To PlayStation Network
ESRB leaks the first Telltale PSN title.

Ignition Entertainment To Announce XBLA, PSN Titles Soon
Small worldwide publisher getting into the digital game business.

Nintendo (WiiWare, DSiWare)

Puffins Retail Title Splits Up For DSiWare
Those cute puffins get split up from the DS release into multiple DSi titles.

Nintendo Media Summit: X-Scape Trailer
NMS 2010: Art Style: Rotozoa Trailer
NMS 2010: Art Style: Light Trax Trailer
NMS 2010 - Metal Torrent DSiWare Trailer
A number of new trailers for DS/Wii digital titles debuted at the Nintendo Media Summit.

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